Cross-posting from MMO-C regarding how the 2p affects DoC's ability to get the damage buff onto a finisher:

You hardly even have to pool.

Assuming 5% melee haste from gear and 35% raid buffed crit (something you could probably achieve this tier with the right gear, so it's not unreasonable at all):

If it's a 5 point finisher you get 20 energy from the SotF return, and you get 73.5 energy over the course of the PS buff from your energy regeneration.

If you get a single Omen of Clarity or Primal Fury proc you're guaranteed to make it even if you pool 0 energy. The chance of getting at least 1 primal fury proc is 72.54%. In the 7 second window that you have to get to 3 cp, you would execute a minimum of 8 autoattacks, which puts your chance of proccing at least 1 Omen of Clarity at 27.86%.

So if you combine those two things you have a 80.19% chance of being 100% guaranteed to be able to reach 3 combo points in the 7 second window of the PS, and in the 20% chance that you get neither a PF or a OoC proc you only need 11.5 (or 26.5 with Shred) energy to reach 3 CP regardless.

Something to consider is that if the 4-piece bonus works like Dream of Cenarius does, where attempted attacks consume a charge regardless of if they land, it will make Hit and Expertise by far the best secondary stat.

I do think (And hope) most of us cap Hit and Exp more or less already but that point is right and i do think that case is because the attack is landing but is getting dodged/parried whatever it still consumes the charge.

I tried to prod a response from GC in the tier bonus thread for you guys that were concerned about the increased divide between DoC builds and non-DoC builds, but it's apparently not on their radar because they haven't said anything.

It's ok Dysheki. I tired for months in beta. Huge long posts. My thread for Feral Druids ended up being 22 pages long. We got a grand total of 2 replies the entire beta. First telling us that Incarnation was still good (even though the previous post had math proving otherwise). And second in response to people expressing distaste for the change to SR. It was a longer response but still boiled down to, we don't like the Cata way as it's to easy. That's it.

I am going to try again sometime this weekend with a big post about our current bugs (both filed and not fixed during beta). I will also make a smaller one in the class feedback thread. I have already tried twice on twitter but no luck there. If there are other Ferals with Twitter accounts keep asking the question about NS making us drop form, and HT giving us a 1.5 second GCD. Please be polite. Thanks.

This was my major request. I think HT being spell-gcd in Cat form is so freaking clunky and ruins the flow of our rotation, considering we also have SR and FF to maintain which also do 0 damage. When Heroism/Berserk/TF/2xTrinket/Potion are active, the last thing I wanna do is waste GCD cycles for zero output.

I've tweeted to GC a few times, linking various threads (mostly bugs). While I never got a direct response, all the things I linked were fixed in 5.1 patch.

I just wanted to chime in and say I think that's a great idea that we're on the map when it comes to discussing changes, especially regarding the HT GCD. Let me know if there's anything I could do to get our voice heard and again, I commend you good sir.

There is always something you can do. If you have a twitter account send a tweet to @ghostcrawler. Make a post in the Class/set bonus thread. I am going to do a state of feral (PVE) post this weekend. Add your thoughts. The problem we have is a lack of volume right now. There are a few ferals posting, but not enough. Not much has been made of the HT GCD bug since the beta. Make it an issue as it will not hamper everyone instead of just DoC using ferals.

- Add new skill in spellbook for ferals only to make HT healing an absorb if the heal itself was overheal. Caping at % cat health to not make it overpowered or the absorb be % of the heal, doesnt need to be 100% ratio. - up tranquility coeficient outside of HOTW or shorten the cast... idk. Something else could be added to make it more appealing. - make symbiosis actually sth that I have to remember each pull to cast, currently there is almost 0 punishment for not doing so for cats at least.

Druid- Cyclone range reduced back to 25 yards. (It was 30 yards in an earlier PTR build.)- Glyph of Cyclone - increases range by 5 yards (rather than 4 yards which was an odd number left over from when it was a % increase).- Maim damage has been increased by 100%.- Feral PvP 2pc - now also increases Bear Hug duration by 1 sec.- Feral PvP glove - has changed. It now increases Maim damage by 100%.- Balance / Restoration PvP glove - changes have been reverted and once again increases the range of Cyclone by 5 yards.- Feral PvE 4 pc - now also affects Ravage and Swipe (in addition to Mangle, Shred and FB).

Not that I would ever use Incarnation in PvE, but most fights are 6+ minutes (3+ uses), so if you're using Incarnation, this is still worth it since the Boss isn't at 80% the entire fight :p. Possibly, if the charges/buff doesn't have a short timer (like if it lasted 30 seconds), then maybe the +40% crit would of been better spent on the next 3 FB's during Incarnation, but I didn't sim it because I'm not interested in Incarnation.

Well we don't know how long the buff lasts yet, if it lasts like 30 seconds then yeah it's definitely safe to say it would be better for it to not affect Ravage, because then the bonus would go to 3 FBs which is surely more damage (and less prone to crit capping).

Druid- Thick Hide - now also reduces crits from spells.- Feral PvP gloves - increases the duration of Bear Hug by 1 sec. (I originally typed Bear Huge, which would also be an awesome ability.)- Feral PvP 2pc - Thick Hide now reduces the chance to be crit by 20%. This is in addition to the Savage Roar effect.- Feral PvP 4 pc - Now also causes successful interrupts with Skull Bash to reset the cooldown of Enrage.- Feral PvE 2pc - Redesigned. Now gives your finishing moves a 15% chance per cp to add a cp to your target.

Less control and not guaranteed, possibly a nerf to DoC, but a buff to HotW.

I wonder if the 0-pt SR -> PS bug could put a CP up on your target when out of combat.

I have been mentioning this on Twitter now, but I think DoC just took a hit here. It doesn't really hurt us per say, but we were going to get some help to smooth things out which has now be kinda taken away. It does help NV and HotW rotations by giving free extra combos. I can understand that using PS'd heals to give combo points didn't make sence to the other 2 talents, but I was kinda warming to the possiblities for DoC. At least give me some incentive to use PS at the right time instead of "BEFORE IT RUNS OUT!".

New 2pc is kind of "meh" design imo, especially that they decided to pick 15% as a value. Might as well reword it as "When you execute a 5pt finisher, you get 1 combo point back. Well, at least most of the time."

It won't make it shitty cause it won't change the rotation at all. Just sometimes you will get an extra one. Sometimes. I mean it only happens when you do a finisher anyway so it won't really be wasted.

I agree it sucks to have something cool be kinda reduced and then nerfed so hard. An RNG set bonus gives one a kind of empty feeling.